Summary
- Cure-All’s unique hip-fire ability offers high damage potential at close range.
- Cold Shoulder is beginner-friendly with decent damage and minimal damage range drop-off.
- Vicious is the top choice for high damage-per-shot and reliable kills at all ranges.
In simpler terms, “FragPunk” represents an exhilarating 5-on-5 hero battle game characterized by quick-tempo action. The level of intensity is high, and the rivalry among players can be quite intense. Players have a chance to engage in different game modes, with Shard Clash being the most common—a mode where teams alternate between offense and defense, while tweaking the match’s conditions using Shard Cards.
Players aiming to excel at the game FragPunk might concentrate not just on picking top-tier Lancers, but also on their weapons. Weapons are equally vital in shaping a match’s outcome, and while primary weapons usually get the spotlight, secondary ones can be decisive, particularly when utilized as dependable backup options. Keeping this in perspective, let me present a ranking of all secondary weapons in FragPunk.
7. Burner
Incendiary Grenade Firing Utility Gun

DMG | Magazine Size | Sprint-To-Fire Speed | Movement Speed | Weapon Attribute |
---|---|---|---|---|
Head: 60/54 (20/60M) Body: 20/18 (20/60M) Limb: 17/15 (20/60M) | 10 Rounds | 0.01 sec | 2.2/3.6/5m/s (crouch/run/sprint) | Launches Incendiary Grenades with alt-fire (1 total use) |
In terms of secondary weapons, all Utility Guns share similar statistic profiles due to their inherent uniformity. They have low damage output and overall Time-to-Kill (TTK), rendering them less effective as a dependable backup for taking down enemies in standard conditions—except when aiming for headshots. However, each Utility Gun possesses a unique trait, which is its most valuable feature, setting it apart from others.
The “Burner” weapon has a special feature – instead of zooming in to aim, it can fire Incendiary Grenades. To put it simply, the grenade it launches isn’t terrible. It creates a small zone that inflicts quick, continuous damage. If enemies stay within this zone, their health can be significantly reduced. However, since the Burner is the only Utility Gun with a single use of its special ability, it might not seem like a good choice to use.
6. Blaster
Grenade Launching Utility Gun

DMG | Magazine Size | Sprint-To-Fire Speed | Movement Speed | Weapon Attribute |
---|---|---|---|---|
Head: 60/54 (20/60M) Body: 20/18 (20/60M) Limb: 17/15 (20/60M) | 10 Rounds | 0.01 sec | 2.2/3.6/5m/s (crouch/run/sprint) | Launches Grenades with alt-fire (2 total uses) |
As a devoted fan, I must say that the Blaster truly outshines the Burner in many ways. It might not be much when used as a simple pistol, yet its unique weapon attribute sets it apart from the Burner significantly. Unlike other Utility Guns, the Blaster allows me to unleash explosive grenades right at the target’s feet instead of aiming for precision shots. That’s not all; this powerful tool comes equipped with two uses rather than one, making it a clear winner over the Burner in terms of versatility and firepower.
The grenades launched by the Blaster possess a fairly extensive explosion range, and individuals within this vicinity can typically survive with only slight harm from the blast. However, anyone standing directly on or near the grenade when it explodes will always be wiped out. The Blaster excels at tossing grenades towards strategic locations and around corners because the grenade’s fuse duration is relatively lengthy, forcing opponents to react quickly to avoid being hit before it blows up.
5. Smoker
Smoke Grenade Launching Utility Gun

DMG | Magazine Size | Sprint-To-Fire Speed | Movement Speed | Weapon Attribute |
---|---|---|---|---|
Head: 60/54 (20/60M) Body: 20/18 (20/60M) Limb: 17/15 (20/60M) | 10 Rounds | 0.01 sec | 2.2/3.6/5m/s (crouch/run/sprint) | Launches Smoke Grenades with alt-fire (2 total uses) |
After the Blaster comes the Smoke Launcher, which might be the least frequently used Utility Tool among the set. In terms of combat, it’s not typically a go-to weapon. However, its unique feature is where it truly stands out, allowing you to launch Smoke Bombs instead of aiming carefully, with a maximum of two uses available.
The function of a Smoke Grenade is quite straightforward; it produces a dense fog that prevents players from seeing through it. Each grenade generates a substantial smoke cloud, which can be advantageous in various ways. For instance, throwing one into doorways provides a shield for teammates as they move through, or it can obscure an objective area to allow safe planting or defusing of the Converter.
4. Flasher
Flash Grenade Firing Utility Gun

DMG | Magazine Size | Sprint-To-Fire Speed | Movement Speed | Weapon Attribute |
---|---|---|---|---|
Head: 60/54 (20/60M) Body: 20/18 (20/60M) Limb: 17/15 (20/60M) | 10 Rounds | 0.01 sec | 2.2/3.6/5m/s (crouch/run/sprint) | Launches Flash Grenades with alt-fire (2 total uses) |
In the game FragPunk, completing the lineup of Utility Guns is the Flasher, which many consider as the finest Utility Gun so far. Like its counterparts, the Flasher keeps the same stats, making it a secondary weapon with modest damage output. However, its unique feature might be the most powerful yet: players can fire Flash Grenades by pressing the aim button.
These Flash Grenades will temporarily disable any adversaries within their vicinity, as long as the grenade explodes within their line of sight. This makes it an incredibly useful tactical item for discombobulating opponents. Although the impact doesn’t persist as long as other blinding methods like Corona’s Hothead Skill, having two instances of this trait gives it significant value. You can use it to lob grenades around corners or toward objectives, momentarily blinding enemies and then launching an assault. However, it’s important to note that players might accidentally blind themselves with the Flasher, and Axon may be immune to its effects if he activates his Super Freak Skill.
3. Cure-All
Semi-Auto Pistol With a Unique Bullet Spread Ability

ADS DMG | Hipfire DMG | Magazine Size | Sprint-To-Fire Speed | Movement Speed | Fire Rate | ADS Speed |
---|---|---|---|---|---|---|
Head: 70/64 (20/60M) Body: 35/32 (20/60M) Limb: 29/27 (20/60M) | Head: 40/36 x 3 (20/60M) Body: 20/18 x3 (20/60M) Limb: 17/15 x3 (20/60M) | 18 Rounds | 0.01 sec | 2/3.2/5m/s (crouch/run/sprint) | 333 RPM | 0.15 sec |
Right now, the “Universal Remedy” isn’t a popular choice among secondary weapons due to some drawbacks. The main issue is that its damage, particularly when aimed, is relatively low. It takes five body shots to eliminate an enemy at almost any distance, or four if a headshot is thrown in, and three headshots to kill most enemies at longer ranges. This is significantly less damaging than alternatives like the Cold Shoulder and the Vicious. However, what sets the Cure-All apart is its unique ability.
Similar to how the Highlife Sniper Rifle disperses multiple shots when fired casually, the Cure-All gun will discharge a trio of bullets when hip-fired, significantly increasing its capacity for inflicting damage. These shots are quite concentrated, enabling the Cure-All to take down an enemy’s body from 10 meters with three shots and score a two-shot headshot from just 5 meters. However, it’s important to note that this effectiveness depends on all the bullets finding their target. While hip-firing offers more damage than aiming down sights with the Cure-All, it’s ineffective at causing meaningful damage from a distance of 15 meters.
2. Cold Shoulder
Fast-Firing Machine Pistol With a High TTK

DMG | Magazine Size | Sprint-To-Fire Speed | Movement Speed | Fire Rate | ADS Speed |
---|---|---|---|---|---|
Head: 46/40 (20/60M) Body: 23/20 (20/60M) Limb: 19/17 (20/60M) | 15 Rounds | 0.01 sec | 2.2/3.4/5m/s (crouch/run/sprint) | 600 RPM | 0.19 sec |
The second choice is the “Cold Shoulder,” which stands alone as the fully automatic option in the secondary weapon category. This weapon might be attractive to newcomers in the game “FragPunk,” and it’s easy to understand why. It’s user-friendly, boasts a good rate of fire for dishing out substantial damage, and offers a “spray-and-pray” approach that isn’t as dependent on precision as some other options here, making it less accuracy-reliant.
Compared to other weapons, the Cold Shoulder holds its ground quite well in terms of overall damage and time to kill (TTK). While it’s not as swift at close range as the Vicious or Cure-All when hip-firing within the first five meters, it truly shines from 10 to 20 meters and beyond. In fact, it outperforms the Cure-All significantly in these distances. Moreover, the Cold Shoulder’s damage drop-off range, between 20 meters and 60, is fairly small, implying that its long-range TTK doesn’t vary drastically. This makes the Cold Shoulder an excellent backup handgun choice for players, offering a reliable alternative when needed.
1. Vicious
Excellent Handgun With High Stopping Power

DMG | Magazine Size | Sprint-To-Fire Speed | Movement Speed | Fire Rate | ADS Speed |
---|---|---|---|---|---|
Head: 150/143/133 (8/25/60M) Body: 73/70/65 (8/25/60M) Limb: 65/63/58 (8/25/60M) | 7 Rounds | 0.01 sec | 2.1/3.3/4.6m/s (crouch/run/sprint) | 260 RPM | 0.18 sec |
If players are seeking a reliable high-damage sidearm to complement their preferred weapon, the Vicious stands out as the top choice in the current meta of FragPunk’s game. This weapon boasts the highest damage output per shot among all secondary weapons, significantly surpassing other semi-automatic options. While both the Vicious and the Cure-All have a similar Time-To-Kill (TTK) when hip-firing, with the Cure-All performing better within the initial 5 meters or so if all bullets connect, the Vicious offers distinct advantages that make it rank higher.
For example, the Vicious functions as follows: it’s essentially a three-shot kill at any range, becoming a two-shot kill if players combine a headshot with a body shot, and it guarantees a one-shot headshot kill at 8 meters when a player’s health isn’t reduced by Shard Cards. The Vicious maintains its high damage per shot even when aiming down sights, unlike the Cure-All, and is impressively accurate whether fired from the hip or from a distance. However, this superior performance comes with the disadvantage of requiring greater accuracy, having a slower base sprint speed, smaller magazine size, making the Vicious the top choice for secondary weapons in FragPunk.
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2025-03-30 17:55